Re: Settlers 3: bug in NTDLL_get_server_timeout??

2004-09-08 Thread Stefan Dösinger
My patch of yesterday addresses this problem. A fix should be committed shortly. http://www.winehq.com/hypermail/wine-patches/2004/09/0098.html Yes, exactly the same issue. I'll watch the wine lists and wait for a bugfix. I can start s3 with disabling the call to NTDLL_get_server_timeout. Now

Problem with change of DIDEVICEOBJECTDATA

2004-09-08 Thread Stefan Dösinger
Hello, I have a problem with the change of struct DIDEVICEOBJECTDATA in CVS: DIDEVICEOBJECTDATA now has size 20, but Settler 3 still calls SysMouseAImpl_GetDeviceData with dodsize=16 and complains about the returned error. Stefan Dösinger

Re: Settlers 3: bug in NTDLL_get_server_timeout??

2004-09-09 Thread Stefan Dösinger
This may be a DDraw issue... A WINEDEBUG=+ddraw log enclosed in a Bugzilla bug report would be nice. It looks like wine draws the usual decorations around the game's window(Desktop mode). *The mouse always moves back to the center of the screen. And this is a DInput. Same as for the image

Re: Default System Colors

2004-10-31 Thread Stefan Dösinger
So now, should we change the default system colors for WINE, from win95 to winxp (classic)? I really think it looks a lot better with the new colors, as the win95 colors are too dull (MS certainly must have done a lot of research into this). How about using the color setting from the X11

Re: Default System Colors

2004-11-05 Thread Stefan Dösinger
at). I like it ;-) Stefan Dösinger

Clipping error

2004-11-24 Thread Stefan Dösinger
Hello! I'm trying to run apple iTunes 4.7.0.42 in Winehq CVS and I'm getting this failure when I try to access the music store. Wine asks me to report this. err:local:LOCAL_GetBlock not enough space in GDI heap 10bf for 28 bytes err:region:CombineRgn Invalid rgn=(nil) err:local:LOCAL_GetBlock

Re: Breakage on Debian Sarge

2004-11-25 Thread Stefan Dösinger
. Wine doesn't respond to any event(mouse, keyboard, window move, ...). Reversing the patch solves the problem. Stefan Dösinger

Problem with file dialog

2004-11-29 Thread Stefan Dösinger
Hello, This patch breakes the file open/save dialog for me: http://www.winehq.org/hypermail/wine-cvs/2004/11/0086.html The 5 buttons(go up one folder, go to desktop, new folder, ...) appear above the directory selektor and have a height of only a few pixels, so the icons are not visible and

Re: Palm OS Desktop Wine

2005-01-11 Thread Stefan Dösinger
Am Dienstag, 11. Januar 2005 14:55 schrieb Ivan Leo Puoti: About USB... Isn't it working (at minimum) with iTunes? AFAIK USB isn't supported. I have the pdf converter running with wine and Palm Desktop. The palm Desktop installer requires some playing with MSI, I don't remember exactly what

Re: Palm OS Desktop Wine

2005-01-12 Thread Stefan Dösinger
The palm Desktop installer requires some playing with MSI, I don't remember exactly what I did. Note that you can't run the Palm Desktop application, but you can run hotsync.exe which is enought to get PDF files onto the palm. hotsync.exe: I guess you mean running the HotSync icon on the

Re: [1/6] wined3d: Buffer object ID's are supposed to be unsigned.

2009-03-09 Thread Stefan Dösinger
Am Montag, 9. März 2009 14:36:57 schrieb Henri Verbeet: -    int VBO;            /* Vertex buffer object this data is in */ +    unsigned int VBO;   /* Vertex buffer object this data is in */ Wouldn't the really correct type be GLuint?

Re: RFC: Summer of Code Proposal: WINE XRDP Driver

2009-03-10 Thread Stefan Dösinger
It's really going to need a DIB engine and all sorts of other magic. I expect given the speed of the RDP protocol, even without the DIB engine, its still going to be faster than running the standard X11-VNC-RDP bridge just due to the removal of many layers of redirection. How is it going to

Re: ddraw/visual tests

2009-03-11 Thread Stefan Dösinger
Am Mittwoch, 11. März 2009 11:03:59 schrieb Paul Vriens: Hi Stefan, As you wrote most of the tests: I'm looking into some of the ddraw:visual failures (windows 2000 and I guess only VMware). Several tests draw quads but only if _BeginScene succeeded. Is it useful at all to check the

Re: [ddraw/tests 2/2] Mark some more tests are broken() on W2K

2009-03-11 Thread Stefan Dösinger
Am Mittwoch, 11. März 2009 12:07:27 schrieb Paul Vriens: +    ok(hr == D3D_OK || +       broken(hr == D3DERR_SCENE_IN_SCENE), /* W2K */ +       IDirect3DDevice7_BeginScene failed with %08x\n, hr); I don't like that one. I think I wrote those tests on Win2K partially, so I'd blame it on Vmware.

Re: [5/6] wined3d: Get rid of some calls to getFormatDescEntry().

2009-03-12 Thread Stefan Dösinger
Am Donnerstag, 12. März 2009 09:57:18 schrieb Henri Verbeet: I think these patches are a really good idea(4 and 5 specifically)! Once all the getFormatDescEntry() calls are gone from the rendering loop functions we can take out the search hack for the RGB formats in getFormatDescEntry()

Re: Wine+Java+Nvidia crashes

2009-03-13 Thread Stefan Dösinger
It is next to impossible to tell what is going wrong here. I'm afraid someone will have to dig into the GL calls and try to reproduce the crash in a stand-alone app and report it to Nvidia. That can be a quite nasty task. You might be able to get your app running by disabling d3d9.dll(d3d9= in

Re: Wine+Java+Nvidia crashes

2009-03-13 Thread Stefan Dösinger
Am Samstag, 14. März 2009 00:35:25 schrieb Rick Jones: Sometimes the simplest things can be the least obvious. I've just tried disabling d3d9 in Configure Wine and it works! I just hadn't thought of doing that - I guess I assumed that because it was calling d3d9 it needed it. I guess Java

Re: wined3d: fix wrong FIXME-Message

2009-03-14 Thread Stefan Dösinger
The if check isn't that correct either. If MAX_COMBINED_SAMPLERS = 8 + 3 everything's fine too. d3d9 only supports 8 fixed function frag samplers and 3 vertex samplers at max, so even if we can't use all GL samplers together, we're still fine if we have 11 samplers available for the purpose of

Re: Registry: Set FontSmoothing as default enabled (AA)

2009-03-16 Thread Stefan Dösinger
Am Montag, 16. März 2009 17:46:17 schrieb André Hentschel: Many people report they are missing AA, but its already implemented. This Patch changes the wine.inf to enable it as default. I don't know how that would be done, but wouldn't it be better to read this on startup from the KDE/Gnome

Re: [4/4] [wined3d] trigger constant reloading when RECT textures change

2009-03-25 Thread Stefan Dösinger
Am Mittwoch, 25. März 2009 14:52:15 schrieb Tobias Jakobi: A few comments on all the patches. I am a bit busy at university right now, so I didn't have a chance to answer earlier: From patch 4/4: +if (!use_ps(stateblock)) { +TRACE(Non power two matrix multiply fixup\n); +

Re: [5/10] wined3d: Remove unused attributes from WineDirect3DVertexStridedData.

2009-03-26 Thread Stefan Dösinger
Am Donnerstag, 26. März 2009 10:49:13 schrieb Henri Verbeet: I think position2 and normal2 are used with fixed function tweening. Should we remove it for now and readd it if we ever implement tweening in a vertex pipeline replacement?

Re: [6/10] wined3d: Simplify remove_vbos().

2009-03-26 Thread Stefan Dösinger
Am Donnerstag, 26. März 2009 10:49:17 schrieb Henri Verbeet: Doesn't that mix up named and numbered attributes?

Re: wined3d [try 2]: SetDepthStencilSurface is always called when AutoDepethStencilBuffer is enabled

2009-03-28 Thread Stefan Dösinger
Am Samstag, 28. März 2009 14:39:15 schrieb David Adam: + hrc = IWineD3DDeviceImpl_CreateSurface(iface, ... + This-parent); It's not that easy unfortunately. You're using the d3d9 (or d3d8) device as parent for the depth stencil, which isn't correct. This would mean

Re: [1/4] [wined3d] add pow2Matrix_identity flag to BaseTextureClass struct (resend)

2009-03-28 Thread Stefan Dösinger
The patchset looks ok to me

Re: wined3d [try 2]: SetDepthStencilSurface is always called when AutoDepethStencilBuffer is enabled

2009-03-28 Thread Stefan Dösinger
Am Samstag, 28. März 2009 14:58:28 schrieb Stefan Dösinger: Am Samstag, 28. März 2009 14:39:15 schrieb David Adam: + hrc = IWineD3DDeviceImpl_CreateSurface(iface, ... + This-parent); You'll have to use a callback function similarly to the CreateDevice callback

Re: [RFC] Port of Stefan Dösinger's ARB_vertex_program fixed-function vertex pipeline replacement to 1.1.18

2009-03-29 Thread Stefan Dösinger
Am Sonntag, 29. März 2009 06:39:38 schrieb Paul TBBle Hampson: As before, the code is entirely Stefans, but bugs may certainly have been introduced by me. Since it now passes the unit tests, it might be reasonable to actually consider this for mainline, with a registry key or env var to force

Re: Windows 7

2009-04-02 Thread Stefan Dösinger
Am Donnerstag, 2. April 2009 13:07:18 schrieb Fred .: Yeah, I know. It is on the way though. It will be released. So I would like to be able to choose Windows 7. Feel free to send a patch ;-)

Re: new refcount for d3d ??

2009-04-05 Thread Stefan Dösinger
Am Sonntag, 5. April 2009 11:32:38 schrieb paulo lesgaz: Hello, looking at the web page: http://www.nabble.com/d3d:-Bug-in-handling-of-depth-stencil-surfaces,-and-p otential-patch-td19907752.html I read that there are problems with the ref count in d3d wine implementation. Does there

Re: new refcount for d3d ??

2009-04-05 Thread Stefan Dösinger
After a discussion on #winehackers I want to add something for the archives: This is a situation that cannot be solved in d3d9 alone, a fix has to involve wined3d. This is because there is a hidden reference kept on every object that is referenced in any stateblock, even the non-primary ones.

Re: new refcount for d3d ??

2009-04-05 Thread Stefan Dösinger
Am Sonntag, 5. April 2009 23:59:01 schrieb Henri Verbeet: I don't know what was discussed on IRC, but essentially we need to keep track of which resources (in a broad way, not just objects derived from IWineD3DResource) are in use by a stateblock in wined3d, and delay destroying the d3d9

Re: [1/10] d3d8, d3d9: Don't rely on the wined3d buffer type

2009-04-05 Thread Stefan Dösinger
Am Montag, 6. April 2009 00:30:31 schrieb Henri Verbeet: 2009/4/4 Stefan Dösinger ste...@codeweavers.com: +pDesc-Usage = pDesc-Usage; +pDesc-Pool = pDesc-Pool; +pDesc-Size = pDesc-Size; This is just silly. Hmm Smells like copypaste

Re: User forum thread: how can we improve WINE?

2009-04-06 Thread Stefan Dösinger
I still don't like the idea of offering those settings, the energy should rather go into fixing the reasons why the registry keys exist, but here are a few comments: * The video memory is normally autodetected. You should have something like a checkbox that says override video memory, or

Re: [2/3] ntdll: don't treat DOS paths starting with / as Unix paths

2009-04-06 Thread Stefan Dösinger
Am Montag, 6. April 2009 15:41:51 schrieb Alexandre Julliard: Vincent Povirk madewokherd+8...@gmail.com writes: On Mon, Apr 6, 2009 at 5:23 AM, Alexandre Julliard julli...@winehq.org wrote: Support for Unix paths is a useful feature, you can't just remove it. How can the bug be fixed

Re: wined3d: Use OpenGL vendor and renderer to pick driver and description.

2009-04-08 Thread Stefan Dösinger
Am Mittwoch, 8. April 2009 16:16:06 schrieb John Whitlock: For my curiosity, why can't we use /proc for card detection? Because it isn't portable. Wine runs not only on Linux, but also on Solaris, Mac OS X, *BSD, ...

Re: wined3d: don't update the screen when gdi back buffers are unlocked

2009-04-08 Thread Stefan Dösinger
Am Mittwoch, 8. April 2009 17:12:01 schrieb Vincent Povirk: This should fix bug 15789. And he tells me that he's too busy to send the change in, and I should do it if I want it to happen soon. Well, the main reason is that I don't have the games in question to test the patch myself. The same

Re: [3/6] d3d9: Store the FVF in the d3d9 vertex buffer

2009-04-09 Thread Stefan Dösinger
Am Donnerstag, 9. April 2009 09:34:22 schrieb Henri Verbeet: 2009/4/9 Stefan Dösinger ste...@codeweavers.com: @@ -197,7 +197,6 @@ static HRESULT WINAPI IDirect3DVertexBuffer9Impl_GetDesc(LPDIRECT3DVERTEXBUFFER9 pDesc-Usage = desc.Usage; pDesc-Pool = desc.Pool; pDesc

Re: [2/2] [wined3d] GLSL: enable load_np2fixup_constants (fixed)

2009-04-09 Thread Stefan Dösinger
Am Donnerstag, 9. April 2009 01:47:33 schrieb Tobias Jakobi: Fixed patch according to stefand's suggestions. Please disregard the old one and use this patch instead. Looks ok to me I guess

Re: [4/8] WineD3D: Support the full amount of constants in GLSL

2009-04-10 Thread Stefan Dösinger
Am Freitag, 10. April 2009 11:52:31 schrieb Henri Verbeet: 2009/4/9 Stefan Dösinger ste...@codeweavers.com: if(pshader) { -max_constantsF = GL_LIMITS(pshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 2; -max_constantsF = min

Re: [5/8] WineD3D: Add a more formal framework for driver quirks

2009-04-12 Thread Stefan Dösinger
I accidentally deleted the mail in my inbox, so that reply is without a proper in-reply-to tag. Here's the archive for reference: http://www.winehq.org/pipermail/wine-devel/2009-April/074718.html - I don't like how much information specific to constant fixups the table contains. There is a

Re: [5/6] WineD3D: Support the full amount of constants in GLSL

2009-04-15 Thread Stefan Dösinger
Am Mittwoch, 15. April 2009 09:36:46 schrieb Henri Verbeet: 2009/4/15 Stefan Dösinger ste...@codeweavers.com: +void record_const_read(DWORD reg, unsigned int *array, int *num) { +int r; +BOOL inc = TRUE; +for(r = 0; r *num; r++) { +if(array[r] == reg

Re: wined3d: Fix prototype for EnumAdapterModes

2009-04-19 Thread Stefan Dösinger
Am Freitag, 17. April 2009 03:10:26 schrieb Brad Martin: --- include/wine/wined3d.idl |2 +- 1 files changed, 1 insertions(+), 1 deletions(-) diff --git a/include/wine/wined3d.idl b/include/wine/wined3d.idl index b8691a7..6f86688 100644 --- a/include/wine/wined3d.idl +++

Re: XI2 DirectInput mouse implementation RFC (Tarballed)

2009-04-19 Thread Stefan Dösinger
Am Sonntag, 19. April 2009 10:41:34 schrieb Paul TBBle Hampson: (Resend, the first email never arrived. I didn't realise one of my patches was 33k _) I've thrown together a rather-rough-but-working-in-a-limited-sense implementation of XInput2-based DirectInput. It's got a fair few problems,

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Stefan Dösinger
Am Dienstag, 21. April 2009 23:37:51 schrieb Tobias Jakobi: +    unsigned char   idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ I don't remember how you plan to use the ps_np2fixup_t structure in the ARB backend, but an unsigned char might turn out to be too limited if you end

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Stefan Dösinger
Am Mittwoch, 22. April 2009 17:37:55 schrieb Tobias Jakobi: However the FX only supports these 256 constants and every other NV card above the FX doesn't need the fixup since ARB_texture_non_power_of_two is supported in hardware. This was my thought when limiting the index array to uchars. I

Re: [1/7] [wined3d] add ps_np2fixup_t struct to ps_compiled_shader

2009-04-22 Thread Stefan Dösinger
Am Mittwoch, 22. April 2009 18:39:40 schrieb Henri Verbeet: For ARB mode this is essential since something like the prog_link struct from GLSL doesn't exist there. It's not terribly hard to introduce something like that. That could mean adding a handle table to the ARB backend, or

Re: [1/5] WineD3D: Support the full amount of constants in GLSL

2009-04-23 Thread Stefan Dösinger
Am Donnerstag, 23. April 2009 15:44:44 schrieb Alexandre Julliard: Stefan Dösinger ste...@codeweavers.com writes: Am Mittwoch, 22. April 2009 21:03:41 schrieb Stefan Dösinger: Use this patch instead. Henri spotted some missing parentheses in the code It doesn't work here: Can you send me

Re: wined3d: Avoid using an implicit value to set fogcoord to 0.0.

2009-04-23 Thread Stefan Dösinger
This patch looks ok. I have the same patch in my send queue, but it seems Francois was quicker with sending it

Re: [1/5] WineD3D: Support the full amount of constants in GLSL

2009-04-23 Thread Stefan Dösinger
Am Donnerstag, 23. April 2009 16:33:10 schrieb Stefan Dösinger: Am Donnerstag, 23. April 2009 15:44:44 schrieb Alexandre Julliard: Stefan Dösinger ste...@codeweavers.com writes: Am Mittwoch, 22. April 2009 21:03:41 schrieb Stefan Dösinger: Use this patch instead. Henri spotted some

Re: [3/5] wined3d: The first shader token should be the version token.

2009-04-24 Thread Stefan Dösinger
Am Freitag, 24. April 2009 09:21:23 schrieb Henri Verbeet: Did you test this? What if the shader starts with a comment?

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-24 Thread Stefan Dösinger
Am Donnerstag, 23. April 2009 14:54:54 schrieb Tobias Jakobi: NAK Suggestions? Explanations? Like explained putting this into prog_link won't work. It doesn't make sense in the first place. Using a separate struct for GLSL and ARB isn't also making sense, since the data stored in the

Re: [1/7] [wined3d] move creation of NP2 fixup uniforms into separate loop (retry)

2009-04-24 Thread Stefan Dösinger
I think Henri is generally against adding something to the ps_compiled_shader structure - but I might be wrong there. However I don't know how to implement the code without introducing new data to ps_compiled_shader. No, he doesn't like having this info visible outside the backend. You can

Re: [1/2] D3D: Limit d3d8 and d3d9 vshader constants to 256

2009-04-24 Thread Stefan Dösinger
Am Freitag, 24. April 2009 22:48:51 schrieb Henri Verbeet: Not my preferred fix, but I suppose it works. @@ -359,6 +359,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetDeviceCaps(LPDIRECT3DDEVICE8 iface if(pCaps-VertexShaderVersion D3DVS_VERSION(1,1)){

Re: [3/5] WineD3D: Implement texldd

2009-04-28 Thread Stefan Dösinger
Am Dienstag, 28. April 2009 17:25:28 schrieb Henri Verbeet: 2009/4/28 Stefan Dösinger ste...@codeweavers.com: +/* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them. +* There is no GL_ARB_shader_texture_lod spec

Re: [2/5] WineD3D: Improve the GLSL spam filter

2009-04-28 Thread Stefan Dösinger
Am Dienstag, 28. April 2009 17:24:55 schrieb Henri Verbeet: 2009/4/28 Stefan Dösinger ste...@codeweavers.com: I think this is getting pretty rediculous. I think we should either just always print the infolog, or give the infolog its own debug channel and make this a WARN. I disagree. Having

Re: [3/5] WineD3D: Implement texldd

2009-04-28 Thread Stefan Dösinger
Am Dienstag, 28. April 2009 20:20:11 schrieb Henri Verbeet: 2009/4/28 Stefan Dösinger ste...@codeweavers.com: Google magic. There's a blog entry on the OpenGL page describing the aim of the extension, and there are other pages hinting that the functions work the same way as those

Re: [2/5] WineD3D: Improve the GLSL spam filter

2009-04-28 Thread Stefan Dösinger
Am Dienstag, 28. April 2009 20:09:32 schrieb Henri Verbeet: Having useful warnings is useful, of course. However, it's really up to the driver to provide useful infolog messages. I'm sure you remember I had doubts about filtering the infolog when this was first added, and this patch just takes

Re: RFC on Base Wine Config

2009-05-03 Thread Stefan Dösinger
Am Sonntag, 3. Mai 2009 13:42:24 schrieb Paul TBBle Hampson: The point made as I recall it in the earlier thread is that this is a false sense of security, and that apps can already get outside the drive mappings for filesystem access. I don't know how, but that was the point that was made.

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Stefan Dösinger
Am Mittwoch, 6. Mai 2009 10:10:07 schrieb Henri Verbeet: 2009/5/5 Stefan Dösinger ste...@codeweavers.com: + * quirk only enables point sprites on the first texture unit. This keeps point sprites working in + * most games, but avoids the crash ...and on the other ones it will create hard

Re: [4/5] WineD3D: Work around a bad crash in fglrx

2009-05-06 Thread Stefan Dösinger
Am Mittwoch, 6. Mai 2009 16:33:01 schrieb Roderick Colenbrander: Actually ATI/AMD is quite interested in Wine. I have been in contact with them for joining their developer program and helping them fix issues. I didn't have time to fill out all the info yet. I could get them look at it then.

Re: [5/5] wined3d: Add support for immediate constants to the GLSL backend.

2009-05-07 Thread Stefan Dösinger
Am Donnerstag, 7. Mai 2009 16:39:19 schrieb Henri Verbeet: I don't see an issue with the code in this patch, but did you find out anything new regarding the geforce 8 immval handling in the Nvidia driver? Remember the issue where my more-uniforms patch blew the constant limit because the

Re: dlls/ddraw/executebuffer.c: silence compiler warnings

2009-05-10 Thread Stefan Dösinger
executebuffer.c:230: warning: comparison between 'D3DRENDERSTATETYPE' and 'enum _D3DTRANSFORMSTATETYPE' executebuffer.c:232: warning: comparison between 'D3DRENDERSTATETYPE' and 'enum _D3DTRANSFORMSTATETYPE' executebuffer.c:234: warning: comparison between 'D3DRENDERSTATETYPE' and 'enum

Re: wined3d: Fix ATI dx10 cards max varying quirk

2009-05-11 Thread Stefan Dösinger
Am Montag, 11. Mai 2009 02:51:29 schrieb Robert Key: Changelog: * This adds a quirk to change the default max varying value from 68 to 48 on ATI dx10 cards that use fglrx because a declaration of 17 varying vec4s causes shaders not to render and using 48 (12 varyings vec4s) works for

Re: wined3d: Fix ATI dx10 cards max varying quirk

2009-05-12 Thread Stefan Dösinger
Am Dienstag, 12. Mai 2009 07:36:01 schrieb Robert Key: I fiddled around with the test and I was able to use varying vec4 var_in[13] as a max in one array. 14 - 16 resulted in a segmentation fault and 17 resulted in glLinK failure error. I was able to create a second array of varying vec4

Re: [1/3] WineD3D: Separate Tx tempregs from Tx varyings in ARB

2009-05-12 Thread Stefan Dösinger
Am Dienstag, 12. Mai 2009 21:17:10 schrieb Henri Verbeet: I'm probably missing something obvious, but with pre-1.4 texcoord registers being read-write, what happens when you write to the register before using it to sample a texture? Nothing special. However, you can't use it to sample

Re: Add tests for DirectDraw surface reference counting

2009-05-15 Thread Stefan Dösinger
Am Freitag, 15. Mai 2009 13:52:23 schrieb Luke Benstead: Reference counts are wrong in Wine which causes some games to fail. I'm working patches to make these tests pass so we can remove the todo_wine's. Luke. The patch adds trailing whitespeaces in a few lines. Please remove them.

Re: WINE Intel

2009-05-17 Thread Stefan Dösinger
Am Sonntag, 17. Mai 2009 13:16:01 schrieb Roderick Colenbrander: Intel needs to fix their drivers. Note that the intel drivers are open source, so you(The thread starter) can speed up this process by testing games, isolating the problems and filing bug reports in the Mesa or DRI bugzilla. I am

Re: [2/3] d3dx9: Add utility functions for loading files and resources into memory

2009-05-18 Thread Stefan Dösinger
Am Montag, 18. Mai 2009 17:44:17 schrieb Tony Wasserka: +HRESULT LoadFileIntoMemoryA(LPCSTR filename, LPVOID *buffer, DWORD *length) Do you need this function? Woudn't it be better to wrap A-W at the API level and have all internal functions W only? +handle = CreateFileW(filename,

Gecko installation broken?

2009-05-18 Thread Stefan Dösinger
Hi, Is my setup broken, or does the gecko installation fail? In a new wine prefix, when I open builtin iexplore, I get the installation dialog. The download runs successfully, but after installation iexplore still says that HTML rendering is currently disabled. When I run iexplore again, I

Re: DXTn textures in D3DX9

2009-05-22 Thread Stefan Dösinger
You may find this helpful: http://code.google.com/p/nvidia-texture-tools/ Wrt the legalese check the last question here: http://code.google.com/p/nvidia-texture-tools/wiki/FAQ Using a proven library for s3tc handling is a good idea even without the legal troubles. s3tc decompression isn't

Re: DXTn textures in D3DX9

2009-05-22 Thread Stefan Dösinger
Am Freitag, 22. Mai 2009 19:15:22 schrieb Roderick Colenbrander: So what they are saying is that Nvidia has a license on the s3tc patent for use in those tools but if we would rip their code out we wouldn't be covered unless (but that is gray area) we put all their image code in wine (which

Re: DXTn textures in D3DX9

2009-05-25 Thread Stefan Dösinger
Am Sonntag, 24. Mai 2009 21:11:27 schrieb Mike Kaplinskiy: I believe mesa looks for libtxc_dxtn @ http://homepage.hispeed.ch/~rscheidegger/dri_experimental/s3tc_index.html and then enables full s3tc support. The library itself is tiny and in (ugly) C, so that is already good news. But as

Re: PowerPC MacOSX work...

2009-05-25 Thread Stefan Dösinger
Am Montag, 25. Mai 2009 00:49:55 schrieb Michael G Hughes: I have managed to get Wine compiling on a PowerMac G4, MacOSX 10.3.9, a while back... What I know so far... It does not work... Who'd a thunk it? Just trying to run winecfg gives me: fixme:seh:RTLCaptureContext not implimented on

Re: /. wants a fork

2009-05-25 Thread Stefan Dösinger
Am Montag, 25. Mai 2009 15:47:30 schrieb Henri Verbeet: 2009/5/25 Remco remc...@gmail.com: Oh great, now there is poison on slashdot: http://tech.slashdot.org/article.pl?sid=09/05/24/2044239 Let's not fork, shall we? Out of pure curiosity, does anyone know if this Elektroschock guy

Re: failure to recognize early 2009 Mac Mini nVidia 9400 OpenGL version string

2009-05-25 Thread Stefan Dösinger
Am Montag, 25. Mai 2009 12:18:55 schrieb joerg-cyril.hoe...@t-systems.com: Before I submit a patch to have wine recognize either space or - as separator, I'd like to query the list whether it actually makes sense to return major = 1, minor = 5, i.e. Apple numbers to a MS-Windows program? No, it

Re: PowerPC MacOSX work...

2009-05-25 Thread Stefan Dösinger
Am Montag, 25. Mai 2009 21:52:53 schrieb Gert van den Berg: On Mon, May 25, 2009 at 13:44, Stefan Dösinger stefandoesin...@gmx.at wrote: The main trouble is that Windows apps are x86, so in order to run anything but builtin notepad you'll need a CPU emulator. In that case, just compile

Re: PowerPC MacOSX work...

2009-05-25 Thread Stefan Dösinger
Am Montag, 25. Mai 2009 20:33:28 schrieb mghug...@embarqmail.com: No No No People... Please read the messages before replying. I did, but they were not clear to me. To be honest, I am still not sure what you want to achieve. For the record... I am not looking to run another full out

Re: patch wined3d

2009-05-26 Thread Stefan Dösinger
Am Dienstag, 26. Mai 2009 18:13:49 schrieb Pavel Prochazka: Is there any reason why we'd want 32 backbuffer swapchains? The currentl limit comes from d3d9(no more than 3 backbuffers allowed). We can certainly change it, but I doubt that any Windows driver supports that in ddraw. If there is no

Re: wined3d:

2009-05-27 Thread Stefan Dösinger
Am Mittwoch, 27. Mai 2009 14:40:20 schrieb Pavel Prochazka: IWineGDISwapChainImpl_Present repaired when there is only one backbuffer Hmm. Situations where flip is called on a single-buffered surface should be cought in ddraw I think. If I remember correctly, calling flip on a single buffered

Re: [PATCH] _Present

2009-05-28 Thread Stefan Dösinger
Am Donnerstag, 28. Mai 2009 13:01:23 schrieb Pavel Prochazka: Don't send patches on top of unapplied patches - just always send the a patch against the current wine git code. Besides that, Henri and I pointed out a few other problems in the first version of the patch. Things won't get better

Re: d3d10: Improve parse_fx10.

2009-05-30 Thread Stefan Dösinger
Am 30.05.2009 um 07:24 schrieb Dmitry Timoshkov: Rico Schüller kgbric...@web.de wrote: -/* version info? */ -skip_dword_unknown(ptr, 2); +/* Compiled target version (e.g. fx_4_0=0xfeff1001, fx_4_1=0xfeff1011). */ +read_dword(ptr, e-version); +TRACE(Target: %#x\n,

Re: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-06 Thread Stefan Dösinger
That's probably the same issue as http://bugs.winehq.org/show_bug.cgi?id=18794 I'm afraid the conclusion there is simply going to be that fglrx's FBO support sucks. We could probably justify not checking depth stencil formats, but it's perfecly reasonable to try GL_COMPRESSED_RED_GREEN_RGTC2_EXT.

Re: Одговор: Latest Git build 7aeffc442cc1 for Wine 1.1.23

2009-06-06 Thread Stefan Dösinger
Am 06.06.2009 um 08:18 schrieb Roderick Colenbrander: We don't use GL extensions when they aren't around. Perhaps there is a small check which fails for FBOs. Backbuffer should work fine but a lot more changes have been made in .23 and those are which cause the zbuffer error. A long time ago

Re: d3d9: ATI1N support

2009-06-07 Thread Stefan Dösinger
Nice that you found a way to support this format :-) Can you separate the compressed data loading changes from the ATI1N specific changes? I will make regression testing easier if anything should break. Do you have an app that needs this format? I think a test would be a good idea. Am

Re: d3d9: Add DF16 support

2009-06-07 Thread Stefan Dösinger
Am 07.06.2009 um 10:35 schrieb Henri Verbeet: 2009/6/7 Frank Richter frank.rich...@gmail.com: As far as I could gather DF16 is the ATI way of getting a renderable 16 bit depth texture. Without knowing much about the actual format, DF16 implies this should be a floating point format,

Re: d3d9: Add DF16 support

2009-06-08 Thread Stefan Dösinger
Am 07.06.2009 um 23:34 schrieb Henri Verbeet: Ok, I guess the format could just be named badly, although Chris makes a good point about precision, even if the values are normalized. There's D3DFMT_D24FS8 in the standard d3d formats, so I guess if they just wanted to make it a float format

Re: [4/4] ddraw: Add lock/unlock test.

2009-06-10 Thread Stefan Dösinger
Am 10.06.2009 um 11:06 schrieb Rico Schüller: +/* See comment in dlls/d3d9/tests/visual.c for general guidelines */ I guess this was copied from dlls/ddraw/tests/visual.c, but doesn't make sense for tests that don't read back rendering results. Otherwise the patches look ok to me.

Re: [2/5] WineD3D: Implement loops with the NV extensions

2009-06-10 Thread Stefan Dösinger
Am 10.06.2009 um 15:20 schrieb Allan Tong: +if(vshader) +{ +struct shader_arb_ctx_priv *priv = ins-ctx-backend_data; +struct list *e = list_head(priv-control_frames); +struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry); + +

Re: [2/5] WineD3D: Implement loops with the NV extensions

2009-06-10 Thread Stefan Dösinger
Maybe I'm missing something here, but I would have thought that shader_arb_generate_vshader should have something along the lines of: Hmm, indeed, that ended up in my texldl patch. It should not matter too much because we don't advertise SM 3.0 yet. I might send the texldl patch today. I

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 14:26:53 schrieb Marcus Meissner: Hi, gcc 4.5trunk warned that we do not handle case 7 (D3DRTYPE_INDEXBUFFER), so add it here too. There's a reason why this doesn't exist - WineD3D has index and vertex buffers merged, so there is no such thing as a specialized index

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 9d02539..578d783 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -424,7 +424,8 @@ static BOOL

Re: [PATCH] wined3d: mirror d3dresourcetype

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 17:40:39 schrieb Henri Verbeet: 2009/6/14 Stefan Dösinger ste...@codeweavers.com: Here: /home/marcus/projects/wine/dlls/d3d9/device.c: In Funktion »reset_enum_callback«: Does the attached patch fix the issue? I have a patch touching that code, could you wait

Re: [5/5] WineD3D: Use flags instead of bools to control shader_hw_sample

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 18:34:13 schrieb Tobias Jakobi: Why not use an enum instead of the defines? Because as far as I can see the other places that deal with flags use defines to define them, not an enum type. Specifically, I looked at the WINED3D_GLSL_SAMPLE_* flags, which have the

Re: Request for comments on patch

2009-06-14 Thread Stefan Dösinger
Am Sonntag, 14. Juni 2009 23:11:42 schrieb Erich Hoover: So, a patch similar to the one Mike pointed out* but able to report different drivers for different OSes would prove acceptable (possibly w/ a second patch for overrides)? The email was some time ago, but I thought someone was pretty

Re: [4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB and SRGB textures

2009-06-15 Thread Stefan Dösinger
Am Montag, 15. Juni 2009 09:16:07 schrieb Henri Verbeet: 2009/6/14 Stefan Dösinger ste...@codeweavers.com: +static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, + DWORD

Re: [4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB and SRGB textures

2009-06-15 Thread Stefan Dösinger
Am Montag, 15. Juni 2009 16:19:22 schrieb Henri Verbeet: 2009/6/15 Stefan Dösinger ste...@codeweavers.com: In the current code, we don't do that, because only via ddraw.dll the use of client storage can change, and only d3d9 can use sRGB textures. No, SFLAG_CLIENT only depends

Re: [2/4] [wined3d] add ps_np2fixup_info_t structure

2009-06-15 Thread Stefan Dösinger
Am Montag, 15. Juni 2009 20:23:05 schrieb Tobias Jakobi: + * This structure is shared between the GLSL and the ARB backend.*/ +typedef struct ps_np2fixup_info_s { +WORDidx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ +WORDactive; /* bitfield

Re: [4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB and SRGB textures

2009-06-15 Thread Stefan Dösinger
Am Montag, 15. Juni 2009 22:20:33 schrieb Henri Verbeet: Sure, but unless you split up SFLAG_CONVERTED first, that flag is also the same for RGB and sRGB. You've got a point here, I'll put the patch into my hack collection for now until I find something better. Probably we should put the per GL

Re: [1/4] [wined3d] move creation of NP2 fixup uniforms into separate loop

2009-06-16 Thread Stefan Dösinger
Am Dienstag, 16. Juni 2009 10:34:52 schrieb Tobias Jakobi: Hi Henri, I do this for patch 3/4, otherwise the code gets kinda ugly. Like Stefan stated on the FDO bugtracker: which can be disabled fairly effectively at runtime if not needed (referring to the np2fixup code) Actually that

Re: [1/4] [wined3d] move creation of NP2 fixup uniforms into separate loop

2009-06-16 Thread Stefan Dösinger
Am Dienstag, 16. Juni 2009 12:38:23 schrieb Tobias Jakobi: Erm, I think I have to make myself even more clear here. Moving the code inside a seperate loop is actually REDUCING the amount of branching. Yes - I've expressed myself badly, so you both understood it the wrong way. What I wanted to

Re: Fate of PulseAudio in WINE

2009-06-16 Thread Stefan Dösinger
Am Dienstag, 16. Juni 2009 13:41:26 schrieb Jerome Leclanche: One of the problems is, every time one of these issues is brought up, we hear people complaining But Pulseaudio should be a drop-in replacement! We shouldn't have to change our code. There is a major (and irritating) circle of

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